/* bzflag
 * Copyright (c) 1993-2020 Tim Riker
 *
 * This package is free software;  you can redistribute it and/or
 * modify it under the terms of the license found in the file
 * named COPYING that should have accompanied this file.
 *
 * THIS PACKAGE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
 */

/* interface headers */
#include "ShotStats.h"

/* common implementation headers */
#include "FontManager.h"
#include "TextUtils.h"

/* local implementation headers */
#include "ShotStatsDefaultKey.h"
#include "HUDDialogStack.h"
#include "HUDuiLabel.h"
#include "LocalPlayer.h"
#include "Roster.h"

ShotStats::ShotStats() : HUDDialog()
{
    std::vector<HUDuiControl*>& listHUD = getControls();

    // add title
    createLabel("Shot Statistics", listHUD);

    // key
    createLabel("Shots Hit/Fired", listHUD);

    columns = 11;
    rows = 0;

    visible = false;

    // section headings (upper)
    createLabel("", listHUD);
    createLabel("", listHUD);
    createLabel("", listHUD);
    createLabel("", listHUD);
    createLabel("", listHUD);
    createLabel("", listHUD);
    createLabel("Super", listHUD);
    createLabel("Shock", listHUD);
    createLabel("", listHUD);
    createLabel("Fave.", listHUD);
    createLabel("Best", listHUD);
    ++rows;

    // section headings (lower)
    createLabel("Player", listHUD);
    createLabel("Hit%", listHUD);
    createLabel("Total", listHUD);
    createLabel("Norm", listHUD);
    createLabel("GM", listHUD);
    createLabel("Laser", listHUD);
    createLabel("Bullet", listHUD);
    createLabel("Wave", listHUD);
    createLabel("Thief", listHUD);
    createLabel("Flag", listHUD);
    createLabel("Flag", listHUD);
    ++rows;

    staticLabelCount = listHUD.size();

    initNavigation(listHUD, 1, 1);
}

ShotStats::~ShotStats()
{
}

void ShotStats::refresh()
{
    if (!visible)
        return;

    std::vector<HUDuiControl*>& listHUD = getControls();

    // Delete all the controls apart from the headings
    const int count = listHUD.size();
    for (int i = staticLabelCount; i < count; i++)
        delete listHUD[i];
    listHUD.erase(listHUD.begin() + staticLabelCount, listHUD.end());

    // my statistics first
    LocalPlayer* myTank = LocalPlayer::getMyTank();
    if (myTank->getTeam() != ObserverTeam)
        addStats((Player*)myTank, listHUD);

    // add statistics for each player
    for (int i = 0; i < curMaxPlayers; ++i)
    {
        if (remotePlayers[i] && (remotePlayers[i]->getTeam() != ObserverTeam))
            addStats((Player*)remotePlayers[i], listHUD);
    }

    resize(HUDDialog::getWidth(), HUDDialog::getHeight());
}

void ShotStats::createLabel(const std::string &str,
                            std::vector<HUDuiControl*> &_list)
{
    HUDuiLabel* control = new HUDuiLabel;
    control->setFontFace(getFontFace());
    control->setString(str);
    _list.push_back(control);
}

void ShotStats::addStats(Player *_player, std::vector<HUDuiControl*> &_list)
{
    const ShotStatistics* stats = _player->getShotStatistics();
    createLabel(_player->getCallSign(), _list);

    createLabel(TextUtils::format("%2d%%", stats->getTotalPerc()), _list);
    createLabel(TextUtils::format("%d/%d", stats->getTotalHit(),
                                  stats->getTotalFired()),  _list);
    createLabel(TextUtils::format("%d/%d", stats->getHit(Flags::Null),
                                  stats->getFired(Flags::Null)), _list);
    createLabel(TextUtils::format("%d/%d", stats->getHit(Flags::GuidedMissile),
                                  stats->getFired(Flags::GuidedMissile)), _list);
    createLabel(TextUtils::format("%d/%d", stats->getHit(Flags::Laser),
                                  stats->getFired(Flags::Laser)), _list);
    createLabel(TextUtils::format("%d/%d", stats->getHit(Flags::SuperBullet),
                                  stats->getFired(Flags::SuperBullet)), _list);
    createLabel(TextUtils::format("%d/%d", stats->getHit(Flags::ShockWave),
                                  stats->getFired(Flags::ShockWave)), _list);
    createLabel(TextUtils::format("%d/%d", stats->getHit(Flags::Thief),
                                  stats->getFired(Flags::Thief)), _list);

    std::string flagName = stats->getFavoriteFlag()->flagAbbv;
    if (flagName.empty())
        flagName = "None";
    createLabel(flagName, _list);

    flagName = stats->getBestFlag()->flagAbbv;
    if (flagName.empty())
        flagName = "None";
    createLabel(flagName, _list);

    ++rows;
}

int         ShotStats::getFontFace()
{
    // create font
    return FontManager::instance().getFaceID(BZDB.get("sansSerifFont"));
}

HUDuiDefaultKey*    ShotStats::getDefaultKey()
{
    return ShotStatsDefaultKey::getInstance();
}

void            ShotStats::execute()
{
    HUDDialogStack::get()->pop();
}

void            ShotStats::dismiss()
{
    visible = false;
}

void            ShotStats::show()
{
    visible = true;

    refresh();
}

void            ShotStats::resize(int _width, int _height)
{
    HUDDialog::resize(_width, _height);

    // Reposition everything -- that's gonna be a challenge!

    FontManager &fm = FontManager::instance();

    // set up table
    // total width / (number of columns + 3 columns extra for player name + 2 columns margin)
    const float columnWidth = _width / (columns + 5.0f);
    const float fontSize = (float) columnWidth / 6;
    const float rowHeight = fm.getStrHeight(getFontFace(), fontSize, " ") * 1.2f;

    // center title
    const float titleFontSize = (float)_height / 15.0f;
    std::vector<HUDuiControl*>& listHUD = getControls();
    HUDuiLabel* title = (HUDuiLabel*)listHUD[0];
    title->setFontSize(titleFontSize);
    const float titleWidth = fm.getStrLength(getFontFace(), titleFontSize, title->getString());
    const float titleHeight = fm.getStrHeight(getFontFace(), titleFontSize, " ");
    const float titleY = (float)_height - titleHeight;
    float x = 0.5f * ((float)_width - titleWidth);
    float y = titleY;
    title->setPosition(x, y);

    // center key
    HUDuiLabel* key = (HUDuiLabel*)listHUD[1];
    key->setFontSize(fontSize);
    const float keyCenter = ((columns / 2) + 4) * columnWidth;
    const float keyWidth = fm.getStrLength(getFontFace(), fontSize, key->getString());
    const float keyY = titleY - 2 * fm.getStrHeight(getFontFace(), fontSize, " ");
    y = keyY;
    x = keyCenter - 0.5f * keyWidth;
    key->setPosition(x, y);

    for (int i = 2; i < (int)listHUD.size(); ++i)
    {
        // determine row & column (i - 2 to account for title & key)
        int row = (i - 2) / columns;
        int column = (i - 2) - (columns * row) + 1;
        // account for 3 extra columns in player name
        if (column > 1)
            column = column + 3;

        // find coordinates corresponding to this row & column
        x = column * columnWidth;
        y = keyY - (row + 1) * rowHeight;

        // move label to the specified coordinates
        listHUD[i]->setFontSize(fontSize);
        listHUD[i]->setPosition(x, y);
    }

}

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